ArenaNet:Skill feedback/Mesmer/Discharge Enchantment

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Discharge Enchantment Discharge Enchantment

Seef II Issue -- 07:47, 1 April 2008 (UTC)

Discussion

Issue

Completely irrelevant with the buffs to necromancer enchantment removal and the already strong Mesmer alternatives; overpriced and underperforming. Not much utility for its comparatively high recharge.

Suggestion

Perhaps make it a counter to Shadow Form, Obsidian Flesh, etc.? Type it to "Skill," decrease the cast time to 0.75 seconds, and maybe up the recharge to 20 if this is imbalancing.

Akira's Issue

Issue
Very useless with Rip's 10 second recharge. This skill has a conditionally lower recharge for twice the energy cost and an attrib investment. At the very least change it to be lower whenever it meets its condition.
Suggestion
5e//1c//10r
Exact same stats as Rip, but instead of a conditional bleeding (which for most intends and purposes is a lot better) a conditional cooldown decrease. It might see some use in the more hex heavy/coordinated builds.
5e//1c//7r - Spell. Target foe loses one Enchantment. Target foe gains 6..2..0 energy.
Better stats, worse effect.

Bathory's Issue 05:40, 2 May 2009 (UTC)

Comments & Suggestions Here, Please

Issue
As said above, the buffs to Necromancer's enchantment removal have made this skill useless - and it wasn't that much to begin with. Changing the functionality (Akira's suggestion is a neat Power Return twist) to cope with the fact that it's current function is unimaginative and obsolete. I based my suggestion off of Feedback. This would be a less powerful but faster to use version, it's recharge is still longer than most Necromancer single enchantment removals - so it's still not as powerful but has a Mesmer effect and a cheap cost that would probably give it some play.
Suggestion

5 Energy1 Activation time15 Recharge time

Spell. Target foe loses 1 Enchantment. That foe loses 1...4...5 Energy if target foe is Hexed.